Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Notes: Spellcaster
They nerfed it. Capping it at 3 charges. BOOOOOO!!! I want to drain the wand in one blow!
ask your dungeon master lol
Who is using a whole charge just to get a max of 6 more damage, 3-4 on average? Seems like a waste unless you are really desperate. Otherwise, just wait one round to get another 8d6 for that charge.
Simple, if you use 6 out of 7 charges you can cast an 8th level spell, so an extra 17.5 damage to each creature ontop of the base 28 damage or a total of 45.5 damage.
If your dealing with spell casters the extra 17.5 damage makes the DC to keep concentration up from a 14 (fairly easy) to a 22-23 (very hard).
If your dealing with a lot of creatures that have high hp, then maxing the damage in one turn and then moving onto more powerful spells that deal more than 28 damage in one turn is worth while.
The difference if you hit 5 creatures in one turn is 140 vs 227 damage. More so if you have other options that are better than a 3rd level fireball, this is a good opening to hurt a lot of enemies by up casting it than spending upwards of 6x turns doing 28 damage per turn (and which the enemy would catch on pretty quick). Its the same reason you use a Wand of Magic Missile in one go (saving 1 charge to not risk breaking it).